#version 330 core
layout(location=0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 Normal;
out vec3 fragPos;
uniform mat4 modelMat;
uniform mat4 viewMat;
uniform mat4 projMat;

void main(){
	Normal = mat3(transpose(inverse(modelMat))) * aNormal;
	fragPos = vec3(modelMat*vec4(aPos,1.0));
	gl_Position = projMat * viewMat * modelMat * vec4(aPos,1.0f);
}